Re: Frame System

Andreas Zehender <[email protected]> Tue, 03 Oct 2006 18:34:32 +0200
Newsgroups gmane.comp.kde.devel.kpovmodeler
Message-ID <[email protected]>
Hi Miguel,

Miguel Angel G=F3mez M=E1rquez schrieb:

> ----
> IMO these defines should never make it into the povray code
> -----
>
> Why? I've used them, and they worked.
> (watch the video i sent you, there is a render (animated) example of it)
>

Yes, It's a nice idea but it hardly fits into the architecture of =

KPovModeler.
What I had in mind is to loosely connect the animation objects or =

scripts with the animated objects, what means that the objects have no =

idea that they are animated.

Following your idea, an object A has to know that property B is modified =

by the animation system and should be exported to povray not with the =

actual value but with a constant and it has to know the name of that =

constant. Every single object and every single attribute. Just think =

about how to implement that without modifying every object, and =

implementing that in a plugin is not possible at all. If you bring up a =

good solution here you can convince me :-p

It is a little drawback that with my system every frame has to be =

exported as separate povray file, but IMHO that's really only a little =

drawback. The main bottleneck is rendering of the scene, not the IO or =

disc space. When a single frame should be rendered, there is no =

difference. When the whole animation should be rendered, KPovModeler =

exports the first frame, renders that with povray (maybe parallel in a =

cluster). While povray renders one frame, KPovModeler can prepare the =

next frame in background and so on.

The main advantage is that animation with scripting or other method that =

modify objects with the existing property system is that no single line =

of code has to be changed in individual objects.

Regards,
Andreas


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